My goals for the game modes:- Create game modes that offer the players something more than a brawl + minor variable condition of win
- Do not take a lot of PGI resources to be made, can use existing assets.
The game mode I designed offer a lot of opportunities for combat, however the combat alone does not bring victory in those game modes.
Almost evey idea has a "map" to expain it a bit, but it's just a simple mockup.
Every number shown is a rough, untested estimate.
Also keep in mind that english is not my first language.
Data extraction
Description:
Three research outposts in the area have crucial data. Get data from those locations and use friendly transmitter to send them to command.
The team that will complete gathering data from three locations first, wins.
Game mechanics:
There are three research outposts on the map. Outpost A, Outpost B,Outpost C.
From them, the players can download the data just like the fuel cells in Incursion game mode.
Acquired data need to be transmitted via friendly transmitter.
The team who transmits 5 data packages from each Outpost wins.
Every Outpost has a counter that indicates how many data packages have already been sent and turns green when it hits the target objective, can't provide data anymore after this.
Optional changes and tweaks:Every mech can pick up data only once from a single station. This would force more mechs to participate in the objective hunting.
Rewards:
Data download 10.000 / 100
Data transfer 15.000 / 250
Reconnaissance
Description:
Synchronise your base with recon antennas in the area to provide reconnaissance for the Command.
This game mode would provide the players some interesting dynamics where they need to move to several locations to get points, keep an eye on the base as light mechs have a perfect job for their class, and players need to fight their way to the points controlled by enemy.
Game mechanics:
Both teams have a transfer base of their own at the deployment location.
There are 5 capture points (antennas) to get (see reference map in attachment) that can be captured like antennas in Escort (RIP) game mode.
Each captured antenna generates points every second.
When mech from Team A gets to the Team B TRANSFER BASE it can capture it (like the Antennas for example) and switch every Antenna of Team B off, so they need to capture it again (if the mech is close to the Antenna he just lost, it will immediately start capturing it). This sabotages the Antenna if they are not covered. Gives a chance to the loosing team.
The team that gathers X amount of points first wins.
Optional changes and tweaks:
Each time capture point is flipped it emits a single radar pulse lasting short time (similiar to Incursion game mode Radar).
Base acts like an UAV or turret for line of sight purposes.
Time needed to flip the capture point.
Number of points to gather.
Rewards:
Capturing antenna 5.000 / 50
Sabotage 10.000 / 150
Transmission
Description:
Crucial data must be transmitted off planet but we only got a scarce satellite cover over this world. Use the satellites whenever possible and transmit data by the short range communication antennas in the area.
Game mechanics:
There are 6 short range communication antennas on the map.
Every one of them can be captured by any mech just like a beacon in Escort game mode, once captured it doesn't need any mech presence to generate points for the team who captured it.
Every minute from the start of the match the satellite is in position and every captured antenna generates a point for the team that controls it. There should be a voice reminder that satellite will be on position in X seconds.
The team that gathers 20 points first wins.
Optional changes and tweaks:
Short range communication antennas flip time.
Pause between the satellite flybys.
Number of points gathered needed to win.
Rewards:
First short range communication antenna capture 10.000 / 300
Capture the short range communication antenna again 1.000 / 10
Data transmission 2.000 / 5 for every antenna each time the satellite flies by, for everybody.in the team.
Recovery
[Image missing]
Description:
Escape pods fell somewhere in this area. High Value Target managed to escape on board of one of those. Locate HVT and send the location data for HVT extraction.
Game mechanics:
8 escape pods are located in the central area of the map (on big, stretched out area).
Their locations are known (or not - tweak option), but the pattern, and HVT location is random.
One random escape pod holds HVT.
By closing in with the escape pod (like beacon in Scouting game mode) mech can search it for the HVT presence.
If the searched escape pod has no target it will disappear from the map after it has been searched.
If the escape pod that was searched has the HVT all other pods disappear from the map and a communicate goes off saying that the HVT has been located and that a dropship (from the team opposing to the one that discovered HVT locations) picked up it signal and it’s closing in to check it. The dropship does a fly-by shooting enemy mechs in the area for a short moment, just to detect enemies in HVT proximity and stop instant capture of the HVT.
After finding the escape pod with HVT the marker changes into small area (similar in look to the Domination game mode circular area, but in the size of a Conquest game mode capture point.
You need to hold this area for 40 seconds (similar to Domination game mode)
Optional changes and tweaks:
The location of escape pods is not known from the start and players need to locate them visually.
Rewards:
Escape pod check 3.500 / 30
Locating the HVT 10.000 / 150
Firebase
Description:
Take control over unoccupied, automatic artillery positions and send coordinates via control station to drop hell on enemy base (placed outside of the gaming area, not visable in the match, but the commander voicelines you hear during the game could be done so they sound like they come from there - if your team starts loosing, the voice will be more dramatic).
I see a lot of potential for voice acting as the base under fire is the one that communicates with the players at the start of every game. As it is getting pounded with artillery shells the voice should let the players know how bad and dramatic the situation is, and if your team looses you hear announcement about the evacuation of what’s left from the base.
One thing I’m not sure of is this: Should the guns (even pointing upwards) hurt mechs that troll and jump into shell path, or should the ground shaking blasts be only a visual treat.
Other than the dramatic aspect the gameplay offers a centre point to cumulate the fighting but also gives a job for skirmishers and potential to last second saves by capturing enemy artillery.
Game mechanics:
There are 6 artillery positions on the map with one control station in the middle.
You can take control (flip) over the artillery position like you do with beacons in the Escort game mode.
Once controlled artillery positions are marked blue on the map, enemy artillery positions are marked blue, neutral are pale yellow as usual.
Enemy can flip the point back and takes control over it.
When you activate the control station, all friendly guns open fire resetting all those artillery positions to a neutral state. They can be captured immediately after this.
You can activate the control station the same way (it remains neutral), but the control station can be activated again after 15 second delay.
Only artillery positions that belong to the team activating the control station will fire and reset to neutral state. All enemy artillery positions remain captured until are re-captured by opposing forces or they fire via activating the control station..
The team that will fire to the enemy base X times (10 for example) wins.
Optional changes and tweaks:
Two control stations close to the middle instead of one
Time needed to flip the artillery position
TIme needed to activate the control station
Delay on the control station
Rewards:
Capturing artillery position 3.500 / 35
Activating the control station 3.500 / 35
Remember that every number is an untested estimate.
Edited by Garran Tana, 17 November 2020 - 06:00 AM.